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INTRODUCTION:
This essay is about diversity initiatives in gaming industry. The uses and limitations to diversity
initiative regarding inequalities in gaming industry are discussed in detail. In the game industry,
diversity is becoming more important. It leads to a more interesting and enjoyable gaming
experience for everyone and it promotes equality and fair opportunities for everyone. Racism,
equity, colonization, diversity and inclusion are an important issue that aroused in gaming
industry. This essay will explain how these problems were identified and then preventive
Diversity initiatives in the gaming industry are crucial for addressing inequalities, as they
promote inclusivity and representation. These initiatives can take various forms, such as hiring
practices that prioritize diversity, creating games that feature diverse characters, and fostering
an inclusive culture within gaming communities (Shaw, 2012). Nevertheless, these endeavors
are not without constraints. For example, they may not adequately tackle systemic problems
that lead to inequality, such as racism and sexism within the sector and society at large (Gray,
2018). In addition, diversity initiatives may occasionally exhibit tokenism, prioritizing superficial
Traditionally, video game firms have had challenges in achieving diversity. Games often mirror
the backgrounds and interests of their creators. Therefore, it should come as no surprise that a
lack of diversity on game teams has led to a lack of diversity in game narratives, protagonists,
characters, and storytelling. (Bay, 2023). An ongoing concern in the gaming industry for the past
two decades has been the persistent absence of diversity. Recent occurrences have
underscored the persistent harassment and negative stereotypes faced by women and non-
dominant groups, confirming that this issue remains prevalent. (Kafai et al., 2016).
The gaming industry's lack of concern over the racial composition of its audience is apparent in
the statistics it publishes. Annually, the Entertainment Software Association releases 'Essential
Facts' pertaining to its audience. Since 2004, the reports have solely included age and gender
as the demographic data pertaining to game sales. The omission of sexuality in research
conducted by the game business is not unexpected, as it is also absent from the US census.
The industry's disregard for race suggests that it does not consider it to be significant in relation
to its audience. The Kaiser Family Foundation (2002, 2010) is the sole source of published data
on the correlation between race and video game engagement, specifically limited to children. In
a study conducted in 2002 (p. 1), it was discovered that African-American and Hispanic children
engage in a greater amount of video game playing compared to White children. Additionally,
children from low- and middle-income backgrounds tend to play video games more frequently
than those from higher-income homes. The discrepancies mentioned in pages 5 and 25
continue to exist as of 2010. Presumably, the industry perceives no need to cater to these
markets, given that they are already purchasing the goods. The building of the gamer audience
appears to be unaffected by race, which can be seen as a type of 'symbolic annihilation' that
extends beyond the content of the games themselves, as discussed by Gerbner and Gross
Emerging study in the realm of online racism and its impact on young individuals demonstrates
that racism and extremism inside online gaming platforms are causing significant negative
consequences on the mental and emotional well-being of those who are directly or indirectly
subjected to such hateful behavior. While racism has long been a persistent issue on the
platforms, which provide more opportunities for individuals to interact. Unregulated conduct on
these platforms can result in tangible repercussions: In May 2022, the individual responsible for
the tragic deaths of 10 Black individuals in a store in Buffalo, New York, had publicly expressed
on the Discord platform that his radicalization was influenced by a game on the Roblox gaming
platform. The official assessment on the March 2019 incident in Christchurch, New Zealand,
revealed that the gunman followed a similar trajectory in online multiplayer games, where he
could freely articulate racist and far-right ideologies without encountering resistance.( Ramirez,
2023)
Games and gaming culture not only mirror deep-rooted inequalities and the advantages enjoyed
by males and white individuals, but also play a significant role in perpetuating dominant power
structures. (Gray, 2018). Diversification in the gaming business is more than just the inclusion of
varied characters in games; it also entails the incorporation of diverse perspectives in game
production. This can result in more refined and genuine representations of many cultures and
experiences (Kafai et al., 2016). The video game industry relies on individuals that possess
exceptional skills, aptitude, and qualifications to develop games. Usually, 80% of the labour
force have a degree or higher qualification, however, the percentage of women pursuing
computer science or games programming courses is rather small. The games industry has a
limited pool of potential female employees. (Harvey, 2019) There is a requirement for increased
representation of women in some fields that are predominantly occupied by men, particularly in
the areas of Science, Engineering, and Technology (SET) and Information and Communication
Technology (ICT). Computer games have the potential to increase the presence of women in
both the computer games industry and other computer-related industries (Prescott, 2014).
The dearth of diversity within the gaming business has a detrimental effect on creativity,
gender may develop products that are constrained by their own viewpoints, resulting in a failure
to cater to the requirements of various audiences. Owing to their inherently partial composition,
whether deliberate or inadvertent, unjust generalizations remain and are sustained, ranging
from sexualized female characters in video games to assumptions that women are not engaged
in playing. The absence of gender diversity in the game industry fosters unjust preconceptions
and hampers the development of new ideas and creativity. Highly skilled individuals from
marginalized demographics experience demoralization and therefore depart from the field.
inclusion, and constructive social ideals to society. (Diversity in Tech, 2023). Of the 100 best-
selling and popular games published between 2017 and 2021, males make up approximately
80% of the primary cast, while white people make up roughly 55%.
Colonization is another issue in the gaming industry, with many games featuring narratives that
glorify colonialism and erase the experiences of indigenous peoples (Mukherjee, 2017). This
can be addressed through diversity initiatives that prioritize the inclusion of indigenous voices
and perspectives. The presence of various narratives, characters, and gameplay mechanisms is
a rarity in the realm of gaming. However, what is the exact number of those that are created
Frequently, we see games with a main character of non-white ethnicity, although the creators
have no connection or understanding of that particular culture or race. Western media have
consistently propagated prejudices about indigenous peoples and their cultures during the
process of colonialism. Regrettably, it seems that some cultural prejudices present in traditional
media have been incorporated into videogames. The representation of Indigenous peoples,
nations, and cultures in video games has had a tumultuous past. Conventional developers often
accurately reflect the wisdom and cultural legacy of their communities. In the video game
Shadow of the Tomb Raider, the story revolves around the main character, Lara Croft, who is
an archaeologist. Her mission is to find a secret organization known as Trinity in the Amazon
Rainforest. Under the pretense of advancing scientific knowledge and expanding civilization,
European imperialists have a notorious track record of colonizing and pillaging precious
antiquities from nations that they have captured. Throughout the course of the game, Lara
imitates their behaviors by collecting relics from Paititi, the capital of the Inca civilization. When
Lara takes a ceremonial dagger and immediately feels a twinge of guilt because this action
incites the inevitable destruction of Cozumel, the game makes an effort to investigate its own
problematic background for the first time. Despite this, she does not experience any feelings of
regret for either keeping the stolen antiquities that she acquires during the course of her mission
or bringing them back to her estate at the end of the aforementioned game. It is possible that
the discrepancies that exist between the gameplay and the storyline are to blame for this
disconnect. With this edition, the developers wanted to address the colonial overtones that have
plagued the games that came before it in the franchise. By imparting agency to the indigenous
characters, such as Unuratu, the revered queen of Paititi, via acts of exceptional heroism, they
one's own prejudices and attain a comprehensive understanding of cultures that differ from
one's own. The research you will utilize originates from the perspective of the colonizer,
rendering it inherently flawed and biased due to its inaccuracies and prejudices. When research
does not sufficiently expand on specific cultural practices, history, and the individuals involved,
one will unavoidably resort to stereotypes to compensate for these gaps in information or depict
If you view people of color solely as an aesthetic or exotic backdrop, or as mere objects for
shallow amusement, and consequently neglect to involve them from the outset, you are
disregarding and disrespecting our real-life encounters. This disregard can result in superficial
or even offensive outcomes. When the entire game production landscape and its surrounding
environment are predominantly white, the question arises as to what level of authenticity can be
achieved when including different races and cultures into game titles.
The game business is continuously working towards the objective of embracing diversity and
inclusion. Nevertheless, it is evident that the sector is falling behind in this aspect, and there is a
pressing need to promptly enact significant reforms (Games for Change, 2022). However, the
current situation is undergoing rapid and significant transformation. The game industry is
actively striving to enhance accessibility, diversity, and inclusivity in games and game
development.
The concepts of diversity and inclusion are gaining significance in the field of game design.
These principles not only provide equity and equal chances for all participants, but they also
result in a more captivating and pleasurable gaming experience for all individuals. It guarantees
inclusivity for all participants, regardless of their age, gender, color, sexuality, or any other
defining characteristic.
Diversity and inclusion are crucial in game design as they contribute to the development of a
populations in media can have a profound impact, harnessing significant influence. Gaming has
For numerous individuals, attaining that sense of escapism becomes more challenging when
none of the characters in the games they engage with bear any resemblance to them.
Incorporating LGBTQ characters, characters from diverse ethnic origins, characters with
impairments, and various other forms of representation enables individuals to identify with the
characters in the games they engage with. Such depiction not only affirms the existence and
worth of individuals, but also grants them the opportunity to fully appreciate the immersive
experience in games, which is often overlooked. Game designers can promote a sense of
belonging and inclusivity among players by ensuring equal opportunities for participation and
success in the game. Consequently, this fosters a conducive gaming atmosphere characterized
by positivity and encouragement, enabling gamers to freely express themselves and actively
interact with one another. Engaging in proactive measures to promote diversity and
representation enables the gaming industry to access broader and more diverse talent pools
during the recruitment process. Additionally, it facilitates the development of highly inventive and
relatable games that attract a wide range of people. There exists a distinct and compelling
rationale for diversity, since organizations that embrace inclusivity demonstrate superior
financial performance.
Breaking free from the grip that white supremacy has over game creation and the gaming
industry as a whole is what is meant by the term "decolonizing" in the context of the gaming
industry. To begin the process of decolonizing gaming, the first step is to conduct an in-depth
investigation of the deliberate choices that were taken during the development of the game as
well as the persons that were engaged in the process. It is of the utmost importance to examine
not just the storyline, but also the characters and the gameplay mechanics, as well as the
people who are accountable for conceiving and putting these creative decisions into action, as
well as the people who are in charge of supervising the recruitment of people who are involved
in these decisions. Participation in videogame development and the creation of spaces for
indigenous cultural expression are two ways in which decolonization empowers indigenous
people. The development process presents an opportunity for indigenous peoples to have their
voices heard. Decolonization can be considered as an intrinsic aspect of the studio structure
and the larger collaborative process of game production. This is because it involves the
incorporation of indigenous narratives and game mechanics that have the potential to appeal to
a wider audience. There have been far too many instances in which video game developers
have ignored the power, status, and authority of indigenous peoples when it comes to telling the
stories of their lives. If non-indigenous developers want their games to include authentic
indigenous representation, they need to collaborate with indigenous creators to fight against the
historical appropriation of indigenous peoples and the exclusion of indigenous peoples from
their own tales. Development teams that incorporate indigenous peoples are the only ones that
can make genuine progress towards portrayals of Native Americans, their many cultures, and
their civilizations that are more inclusive and accurate. (Webb, 2020).
Historically, the game industry has frequently been linked to a culture characterized by toxicity,
towards constructing organizations and communities that are more inclusive and hospitable,
maybe influenced by these issues. Global gaming organizations are actively striving to combat
and mitigate online and workplace harassment, as well as foster diversity and inclusivity within
Activities aimed at preventing and combating harassment: There have been a number of
game companies that have launched programs with the intention of reducing harassment in the
workplace and in online forums. These operations comprise the development of unique
reporting systems, community regulations, and other actions targeted at training personnel on
ideal methods to guarantee the safety and wellbeing of both workers and players.
Collaborating with organizations that advocate for change: Game companies are
contributing assistance to diversity-oriented advocacy groups like BAME in Games, Black Girl
Gamers, and Fearless Futures, and they are also soliciting advice from these groups. It is
possible to improve the organizational diversity of gaming firms by engaging in talks with
advocacy groups. This can also stimulate the development of games and storylines that are
A design for a game that encourages inclusive games: A sizeable number of game
developers are making concerted efforts to develop games that are welcoming and
including components that are accessible to players with disabilities in order to make games
Strategies for hiring that give diversity and inclusiveness a higher priority: There have
been a number of game companies that have implemented diversity and inclusion (D&I, or DEI)
training and programs in order to cultivate an environment that is more welcoming and inclusive.
Strategies such as giving diversity training to staff, establishing diversity and inclusion
committees, and implementing better hiring and promotion procedures that reduce bias and
cultivate diversity are generally included in diversity, equity, and inclusion (DEI) programs.
Increased accessibility: A number of different kinds of infirmities make it difficult for people to
play video games for a considerable amount of time. The majority of the time, it is completely
impossible. The reason for this is because accessibility elements that might have assisted
players with impairments were not normally part of video games. Accessibility, on the other
hand, has recently been a primary priority for both publishers and developers alike.
A number of recent game projects have been significant in increasing diversity and inclusion in
Naughty Dog's The Last of Us Part II: Many different types of people, including LGBTQ+
and disabled characters, are featured in this game. In addition, it delves deeply into
Characters of color and a transgender person are among the many different voices
heard in ZA/UM's Disco Elysium. Additionally, it deals with weighty topics like trauma,
The multi-racial protagonist and several diverse characters and plot points are featured
Nixxes Software. Gentrification and racial strife are also addressed in it.
A wide range of characters, including LGBTQ+ and people of color, populate Supergiant
Games' Hades. Additionally, it has characters with a wide variety of body shapes and
A non-binary figure is featured in Nintendo's The Legend of Zelda: Breath of the Wild,
which takes players to a world where different races and cultures coexist.
In 2016, two highly praised action-adventure games, Mafia III and Watchdogs 2,
and the independent game Virginia showcased women of colour as their main
When taken as a whole, diversity initiatives in the game industry have the potential to contribute
to the reduction of inequality; however, this is only the case if they address systemic issues like
as racism, underrepresentation, and colonization and are not only lip service.
BIBLIOGRAPHY:
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